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/* SA-MP Functions
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*
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* (c) Copyright 2005-2015, SA-MP Team
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*
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*/
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#if defined _samp_included
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#endinput
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#endif
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#define _samp_included
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#pragma library samp
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#pragma tabsize 4
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// Ignores warning 217 for properly indented PAWNO code
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// It's tab size is 4 and often uses 4 spaces instead, PAWNCC's is 8
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#include <core>
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#include <float>
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#include <string>
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#include <file>
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#include <time>
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#include <datagram>
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#include <a_players>
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#include <a_vehicles>
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#include <a_objects>
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#include <a_actor>
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#include <a_sampdb>
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// Limits and internal constants
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#define MAX_PLAYER_NAME (24)
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#define MAX_PLAYERS (1000)
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#define MAX_VEHICLES (2000)
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#define MAX_ACTORS (1000)
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#define INVALID_PLAYER_ID (0xFFFF)
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#define INVALID_VEHICLE_ID (0xFFFF)
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#define INVALID_ACTOR_ID (0xFFFF)
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#define NO_TEAM (255)
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#define MAX_OBJECTS (1000)
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#define INVALID_OBJECT_ID (0xFFFF)
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#define MAX_GANG_ZONES (1024)
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#define MAX_TEXT_DRAWS (2048)
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#define MAX_PLAYER_TEXT_DRAWS (256)
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#define MAX_MENUS (128)
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#define MAX_3DTEXT_GLOBAL (1024)
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#define MAX_3DTEXT_PLAYER (1024)
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#define MAX_PICKUPS (4096)
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#define INVALID_MENU (0xFF)
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#define INVALID_TEXT_DRAW (0xFFFF)
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#define INVALID_GANG_ZONE (-1)
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#define INVALID_3DTEXT_ID (0xFFFF)
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// --------------------------------------------------
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// Natives
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// --------------------------------------------------
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// Util
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native print(const string[]);
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native printf(const format[], {Float,_}:...);
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native format(output[], len, const format[], {Float,_}:...);
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native SendClientMessage(playerid, color, const message[]);
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native SendClientMessageToAll(color, const message[]);
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native SendPlayerMessageToPlayer(playerid, senderid, const message[]);
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native SendPlayerMessageToAll(senderid, const message[]);
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native SendDeathMessage(killer, killee, weapon);
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native SendDeathMessageToPlayer(playerid, killer, killee, weapon);
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native GameTextForAll(const string[],time,style);
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native GameTextForPlayer(playerid,const string[],time,style);
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native SetTimer(funcname[], interval, repeating);
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native SetTimerEx(funcname[], interval, repeating, const format[], {Float,_}:...);
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native KillTimer(timerid);
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native GetTickCount();
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native GetMaxPlayers();
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native CallRemoteFunction(const function[], const format[], {Float,_}:...);
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native CallLocalFunction(const function[], const format[], {Float,_}:...);
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native Float:VectorSize(Float:x, Float:y, Float:z);
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native Float:asin(Float:value);
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native Float:acos(Float:value);
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native Float:atan(Float:value);
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native Float:atan2(Float:x, Float:y);
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native GetPlayerPoolSize();
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native GetVehiclePoolSize();
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native GetActorPoolSize();
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// Hash
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native SHA256_PassHash(password[], salt[], ret_hash[], ret_hash_len); // SHA256 for password hashing
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// Server wide persistent variable system (SVars)
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native SetSVarInt(varname[], int_value);
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native GetSVarInt(varname[]);
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native SetSVarString(varname[], string_value[]);
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native GetSVarString(varname[], string_return[], len);
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native SetSVarFloat(varname[], Float:float_value);
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native Float:GetSVarFloat(varname[]);
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native DeleteSVar(varname[]);
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// SVar enumeration
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#define SERVER_VARTYPE_NONE 0
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#define SERVER_VARTYPE_INT 1
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#define SERVER_VARTYPE_STRING 2
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#define SERVER_VARTYPE_FLOAT 3
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native GetSVarsUpperIndex();
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native GetSVarNameAtIndex(index, ret_varname[], ret_len);
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native GetSVarType(varname[]);
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// Game
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native SetGameModeText(const string[]);
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native SetTeamCount(count);
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native AddPlayerClass(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
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native AddPlayerClassEx(teamid, modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, weapon1, weapon1_ammo, weapon2, weapon2_ammo, weapon3, weapon3_ammo);
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native AddStaticVehicle(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2);
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native AddStaticVehicleEx(modelid, Float:spawn_x, Float:spawn_y, Float:spawn_z, Float:z_angle, color1, color2, respawn_delay, addsiren=0);
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native AddStaticPickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
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native CreatePickup(model, type, Float:X, Float:Y, Float:Z, virtualworld = 0);
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native DestroyPickup(pickup);
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native ShowNameTags(show);
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native ShowPlayerMarkers(mode);
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native GameModeExit();
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native SetWorldTime(hour);
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native GetWeaponName(weaponid, const weapon[], len);
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native EnableTirePopping(enable); // deprecated function
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native EnableVehicleFriendlyFire();
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native AllowInteriorWeapons(allow);
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native SetWeather(weatherid);
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native SetGravity(Float:gravity);
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native AllowAdminTeleport(allow);
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native SetDeathDropAmount(amount);
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native CreateExplosion(Float:X, Float:Y, Float:Z, type, Float:Radius);
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native EnableZoneNames(enable);
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native UsePlayerPedAnims(); // Will cause the players to use CJ running/walking animations
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native DisableInteriorEnterExits(); // will disable all interior enter/exits in the game.
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native SetNameTagDrawDistance(Float:distance); // Distance at which nametags will start rendering on the client.
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native DisableNameTagLOS(); // Disables the nametag Line-Of-Sight checking
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native LimitGlobalChatRadius(Float:chat_radius);
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native LimitPlayerMarkerRadius(Float:marker_radius);
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// Npc
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native ConnectNPC(name[], script[]);
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native IsPlayerNPC(playerid);
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// Admin
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native IsPlayerAdmin(playerid);
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native Kick(playerid);
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native Ban(playerid);
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native BanEx(playerid, const reason[]);
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native SendRconCommand(command[]);
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native GetPlayerNetworkStats(playerid, retstr[], retstr_size);
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native GetNetworkStats(retstr[], retstr_size);
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native GetPlayerVersion(playerid, const version[], len); // Returns the SA-MP client revision as reported by the player
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native BlockIpAddress(ip_address[], timems);
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native UnBlockIpAddress(ip_address[]);
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// Deprecated:
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native GetServerVarAsString(const varname[], buffer[], len);
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native GetServerVarAsInt(const varname[]);
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native GetServerVarAsBool(const varname[]);
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// These are the same 3 functions as above although they avoid the name ambiguity/conflict with the SVar system.
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native GetConsoleVarAsString(const varname[], buffer[], len);
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native GetConsoleVarAsInt(const varname[]);
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native GetConsoleVarAsBool(const varname[]);
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// Extended admin network stats
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native GetServerTickRate();
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native NetStats_GetConnectedTime(playerid);
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native NetStats_MessagesReceived(playerid);
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native NetStats_BytesReceived(playerid);
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native NetStats_MessagesSent(playerid);
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native NetStats_BytesSent(playerid);
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native NetStats_MessagesRecvPerSecond(playerid);
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native Float:NetStats_PacketLossPercent(playerid);
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native NetStats_ConnectionStatus(playerid);
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native NetStats_GetIpPort(playerid, ip_port[], ip_port_len);
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// Menu
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native Menu:CreateMenu(const title[], columns, Float:x, Float:y, Float:col1width, Float:col2width = 0.0);
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native DestroyMenu(Menu:menuid);
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native AddMenuItem(Menu:menuid, column, const menutext[]);
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native SetMenuColumnHeader(Menu:menuid, column, const columnheader[]);
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native ShowMenuForPlayer(Menu:menuid, playerid);
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native HideMenuForPlayer(Menu:menuid, playerid);
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native IsValidMenu(Menu:menuid);
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native DisableMenu(Menu:menuid);
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native DisableMenuRow(Menu:menuid, row);
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native Menu:GetPlayerMenu(playerid);
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// Text Draw
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#define TEXT_DRAW_FONT_SPRITE_DRAW 4
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#define TEXT_DRAW_FONT_MODEL_PREVIEW 5
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native Text:TextDrawCreate(Float:x, Float:y, text[]);
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native TextDrawDestroy(Text:text);
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native TextDrawLetterSize(Text:text, Float:x, Float:y);
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native TextDrawTextSize(Text:text, Float:x, Float:y);
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native TextDrawAlignment(Text:text, alignment);
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native TextDrawColor(Text:text, color);
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native TextDrawUseBox(Text:text, use);
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native TextDrawBoxColor(Text:text, color);
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native TextDrawSetShadow(Text:text, size);
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native TextDrawSetOutline(Text:text, size);
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native TextDrawBackgroundColor(Text:text, color);
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native TextDrawFont(Text:text, font);
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native TextDrawSetProportional(Text:text, set);
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native TextDrawSetSelectable(Text:text, set);
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native TextDrawShowForPlayer(playerid, Text:text);
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native TextDrawHideForPlayer(playerid, Text:text);
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native TextDrawShowForAll(Text:text);
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native TextDrawHideForAll(Text:text);
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native TextDrawSetString(Text:text, string[]);
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native TextDrawSetPreviewModel(Text:text, modelindex);
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native TextDrawSetPreviewRot(Text:text, Float:fRotX, Float:fRotY, Float:fRotZ, Float:fZoom = 1.0);
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native TextDrawSetPreviewVehCol(Text:text, color1, color2);
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// Gang Zones
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native GangZoneCreate(Float:minx, Float:miny, Float:maxx, Float:maxy);
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native GangZoneDestroy(zone);
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native GangZoneShowForPlayer(playerid, zone, color);
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native GangZoneShowForAll(zone, color);
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native GangZoneHideForPlayer(playerid, zone);
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native GangZoneHideForAll(zone);
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native GangZoneFlashForPlayer(playerid, zone, flashcolor);
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native GangZoneFlashForAll(zone, flashcolor);
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native GangZoneStopFlashForPlayer(playerid, zone);
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native GangZoneStopFlashForAll(zone);
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// Global 3D Text Labels
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native Text3D:Create3DTextLabel(text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, virtualworld, testLOS=0);
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native Delete3DTextLabel(Text3D:id);
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native Attach3DTextLabelToPlayer(Text3D:id, playerid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
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native Attach3DTextLabelToVehicle(Text3D:id, vehicleid, Float:OffsetX, Float:OffsetY, Float:OffsetZ);
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native Update3DTextLabelText(Text3D:id, color, text[]);
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// Per-player 3D Text Labels
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native PlayerText3D:CreatePlayer3DTextLabel(playerid, text[], color, Float:X, Float:Y, Float:Z, Float:DrawDistance, attachedplayer=INVALID_PLAYER_ID, attachedvehicle=INVALID_VEHICLE_ID, testLOS=0);
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native DeletePlayer3DTextLabel(playerid, PlayerText3D:id);
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native UpdatePlayer3DTextLabelText(playerid, PlayerText3D:id, color, text[]);
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// Player GUI Dialog
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#define DIALOG_STYLE_MSGBOX 0
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#define DIALOG_STYLE_INPUT 1
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#define DIALOG_STYLE_LIST 2
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#define DIALOG_STYLE_PASSWORD 3
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#define DIALOG_STYLE_TABLIST 4
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#define DIALOG_STYLE_TABLIST_HEADERS 5
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native ShowPlayerDialog(playerid, dialogid, style, caption[], info[], button1[], button2[]);
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// --------------------------------------------------
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// Defines
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// --------------------------------------------------
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// States
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#define PLAYER_STATE_NONE (0)
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#define PLAYER_STATE_ONFOOT (1)
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#define PLAYER_STATE_DRIVER (2)
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#define PLAYER_STATE_PASSENGER (3)
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#define PLAYER_STATE_EXIT_VEHICLE (4) // (used internally)
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#define PLAYER_STATE_ENTER_VEHICLE_DRIVER (5) // (used internally)
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#define PLAYER_STATE_ENTER_VEHICLE_PASSENGER (6) // (used internally)
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#define PLAYER_STATE_WASTED (7)
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#define PLAYER_STATE_SPAWNED (8)
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#define PLAYER_STATE_SPECTATING (9)
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// Marker modes used by ShowPlayerMarkers()
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#define PLAYER_MARKERS_MODE_OFF (0)
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#define PLAYER_MARKERS_MODE_GLOBAL (1)
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#define PLAYER_MARKERS_MODE_STREAMED (2)
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// Weapons
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#define WEAPON_BRASSKNUCKLE (1)
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#define WEAPON_GOLFCLUB (2)
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#define WEAPON_NITESTICK (3)
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#define WEAPON_KNIFE (4)
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#define WEAPON_BAT (5)
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#define WEAPON_SHOVEL (6)
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#define WEAPON_POOLSTICK (7)
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#define WEAPON_KATANA (8)
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#define WEAPON_CHAINSAW (9)
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#define WEAPON_DILDO (10)
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#define WEAPON_DILDO2 (11)
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#define WEAPON_VIBRATOR (12)
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#define WEAPON_VIBRATOR2 (13)
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#define WEAPON_FLOWER (14)
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#define WEAPON_CANE (15)
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#define WEAPON_GRENADE (16)
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#define WEAPON_TEARGAS (17)
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#define WEAPON_MOLTOV (18)
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#define WEAPON_COLT45 (22)
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#define WEAPON_SILENCED (23)
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#define WEAPON_DEAGLE (24)
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#define WEAPON_SHOTGUN (25)
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#define WEAPON_SAWEDOFF (26)
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#define WEAPON_SHOTGSPA (27)
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#define WEAPON_UZI (28)
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#define WEAPON_MP5 (29)
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#define WEAPON_AK47 (30)
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#define WEAPON_M4 (31)
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#define WEAPON_TEC9 (32)
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#define WEAPON_RIFLE (33)
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#define WEAPON_SNIPER (34)
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#define WEAPON_ROCKETLAUNCHER (35)
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#define WEAPON_HEATSEEKER (36)
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#define WEAPON_FLAMETHROWER (37)
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#define WEAPON_MINIGUN (38)
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#define WEAPON_SATCHEL (39)
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#define WEAPON_BOMB (40)
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#define WEAPON_SPRAYCAN (41)
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#define WEAPON_FIREEXTINGUISHER (42)
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#define WEAPON_CAMERA (43)
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#define WEAPON_PARACHUTE (46)
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#define WEAPON_VEHICLE (49)
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#define WEAPON_DROWN (53)
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#define WEAPON_COLLISION (54)
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// Keys
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#define KEY_ACTION (1)
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#define KEY_CROUCH (2)
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#define KEY_FIRE (4)
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#define KEY_SPRINT (8)
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#define KEY_SECONDARY_ATTACK (16)
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#define KEY_JUMP (32)
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#define KEY_LOOK_RIGHT (64)
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#define KEY_HANDBRAKE (128)
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#define KEY_LOOK_LEFT (256)
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#define KEY_SUBMISSION (512)
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#define KEY_LOOK_BEHIND (512)
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#define KEY_WALK (1024)
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#define KEY_ANALOG_UP (2048)
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#define KEY_ANALOG_DOWN (4096)
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#define KEY_ANALOG_LEFT (8192)
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#define KEY_ANALOG_RIGHT (16384)
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#define KEY_YES (65536)
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#define KEY_NO (131072)
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#define KEY_CTRL_BACK (262144)
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#define KEY_UP (-128)
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#define KEY_DOWN (128)
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#define KEY_LEFT (-128)
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#define KEY_RIGHT (128)
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// --------------------------------------------------
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// Forwards (Callback declarations)
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// --------------------------------------------------
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forward OnGameModeInit();
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forward OnGameModeExit();
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forward OnFilterScriptInit();
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forward OnFilterScriptExit();
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forward OnPlayerConnect(playerid);
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forward OnPlayerDisconnect(playerid, reason);
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forward OnPlayerSpawn(playerid);
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forward OnPlayerDeath(playerid, killerid, reason);
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forward OnVehicleSpawn(vehicleid);
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forward OnVehicleDeath(vehicleid, killerid);
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forward OnPlayerText(playerid, text[]);
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forward OnPlayerCommandText(playerid, cmdtext[]);
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forward OnPlayerRequestClass(playerid, classid);
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forward OnPlayerEnterVehicle(playerid, vehicleid, ispassenger);
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forward OnPlayerExitVehicle(playerid, vehicleid);
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forward OnPlayerStateChange(playerid, newstate, oldstate);
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forward OnPlayerEnterCheckpoint(playerid);
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forward OnPlayerLeaveCheckpoint(playerid);
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forward OnPlayerEnterRaceCheckpoint(playerid);
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forward OnPlayerLeaveRaceCheckpoint(playerid);
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forward OnRconCommand(cmd[]);
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forward OnPlayerRequestSpawn(playerid);
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forward OnObjectMoved(objectid);
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forward OnPlayerObjectMoved(playerid, objectid);
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forward OnPlayerPickUpPickup(playerid, pickupid);
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forward OnVehicleMod(playerid, vehicleid, componentid);
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forward OnEnterExitModShop(playerid, enterexit, interiorid);
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forward OnVehiclePaintjob(playerid, vehicleid, paintjobid);
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forward OnVehicleRespray(playerid, vehicleid, color1, color2);
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forward OnVehicleDamageStatusUpdate(vehicleid, playerid);
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forward OnUnoccupiedVehicleUpdate(vehicleid, playerid, passenger_seat, Float:new_x, Float:new_y, Float:new_z, Float:vel_x, Float:vel_y, Float:vel_z);
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forward OnPlayerSelectedMenuRow(playerid, row);
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forward OnPlayerExitedMenu(playerid);
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forward OnPlayerInteriorChange(playerid, newinteriorid, oldinteriorid);
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forward OnPlayerKeyStateChange(playerid, newkeys, oldkeys);
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forward OnRconLoginAttempt( ip[], password[], success );
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forward OnPlayerUpdate(playerid);
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forward OnPlayerStreamIn(playerid, forplayerid);
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forward OnPlayerStreamOut(playerid, forplayerid);
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forward OnVehicleStreamIn(vehicleid, forplayerid);
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forward OnVehicleStreamOut(vehicleid, forplayerid);
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forward OnActorStreamIn(actorid, forplayerid);
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forward OnActorStreamOut(actorid, forplayerid);
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forward OnDialogResponse(playerid, dialogid, response, listitem, inputtext[]);
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forward OnPlayerTakeDamage(playerid, issuerid, Float:amount, weaponid, bodypart);
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forward OnPlayerGiveDamage(playerid, damagedid, Float:amount, weaponid, bodypart);
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forward OnPlayerGiveDamageActor(playerid, damaged_actorid, Float:amount, weaponid, bodypart);
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forward OnPlayerClickMap(playerid, Float:fX, Float:fY, Float:fZ);
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forward OnPlayerClickTextDraw(playerid, Text:clickedid);
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forward OnPlayerClickPlayerTextDraw(playerid, PlayerText:playertextid);
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forward OnIncomingConnection(playerid, ip_address[], port);
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forward OnTrailerUpdate(playerid, vehicleid);
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forward OnVehicleSirenStateChange(playerid, vehicleid, newstate);
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#define CLICK_SOURCE_SCOREBOARD 0
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forward OnPlayerClickPlayer(playerid, clickedplayerid, source);
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#define EDIT_RESPONSE_CANCEL 0
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#define EDIT_RESPONSE_FINAL 1
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#define EDIT_RESPONSE_UPDATE 2
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forward OnPlayerEditObject( playerid, playerobject, objectid, response,
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Float:fX, Float:fY, Float:fZ, Float:fRotX, Float:fRotY, Float:fRotZ );
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forward OnPlayerEditAttachedObject( playerid, response, index, modelid, boneid,
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Float:fOffsetX, Float:fOffsetY, Float:fOffsetZ,
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Float:fRotX, Float:fRotY, Float:fRotZ,
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Float:fScaleX, Float:fScaleY, Float:fScaleZ );
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#define SELECT_OBJECT_GLOBAL_OBJECT 1
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#define SELECT_OBJECT_PLAYER_OBJECT 2
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forward OnPlayerSelectObject(playerid, type, objectid, modelid, Float:fX, Float:fY, Float:fZ);
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#define BULLET_HIT_TYPE_NONE 0
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#define BULLET_HIT_TYPE_PLAYER 1
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#define BULLET_HIT_TYPE_VEHICLE 2
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#define BULLET_HIT_TYPE_OBJECT 3
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#define BULLET_HIT_TYPE_PLAYER_OBJECT 4
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forward OnPlayerWeaponShot(playerid, weaponid, hittype, hitid, Float:fX, Float:fY, Float:fZ);
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// --------------------------------------------------
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